108,603 Commits over 3,867 Days - 1.17cph!
Requested: Increase hazard warning activation minimum speed. Now doesn't activate until the driver's train is travelling at 4.5m/s (was 2m/s), which is above the Low throttle setting speed
Bail out if GetTotalPushingMass gets too recursive
Fixed the wildcard entry on the slots payout widget not translating properly
Cancel the ActualDeath invoke if the work cart is repaired
Fixed the first slot machine that loads on the client having incorrect material applied to payout sheet
Revert ShowPushMenu back to IsStationary
Use velocity instead of rigidbody sleep state when allowing pushes on boats
If work cart travels very fast on listen server, the server side train sometimes collides with its client side self, causing massive damage. Stop hitting yourself.
Early exit from SpawnGroup if there's no terrain (fixes NRE)
Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
Train tracks material links
Re-applying Bandit Town changes from main - Softcore and slot machines
Re-applying Compound changes from main - Softcore and terrain filters
Removed water visibility triggers from sewer_drainwall segments (from the scene this time)
Re applying change from main - power substations radiation disabled
Re-applying changes to procmap from main - tunnels scripts
Fixed slot machines on staging taking 10 scrap instead of 2 (store spin cost on settings asset instead)
Change boat push check to an actual velocity check instead of a rigidbody sleep check
Set train icon properly + S2P
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Workcart interior dashboard indicators & damage effects.
Workcart decals are alpha clipped instead of blended, because of artifacts when you shine dynamic lights at them in certain ways.
elevator cage door sounds
Bugfix - triangle frame inserts were not socketed perfectly center of the triangle, leading to small gaps
remove debug.log regarding cover points
merge from main/pookie_deploy
reworked alpha channel of powerlines impostors to cope better with mipping
Removing extra neon lights in bottom stairwell prefab that may make double neon lights possible in that place under certain conditions
Repainted splats on entrance to ditch all grass - building rotation makes accurate painting impossible for now :P
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
fixed workcart alt skin not applying to LODs
PFX Scene backup (Workcart effects + interior dash stuff) & related files
Fix favorite and history server tabs never including empty servers instead of always including them
Fix for grainy shadows in overpass_double_str_b
Added a few signs to overpass_double_str_b module
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Added rubble decals to tunnel prefabs to reduce texture repetition
bugfix for Top of Pylon LODing issue ticket + powerlines LOD2 UV bleed
bugfix for armoured door has double handles
Set the train icon on the entrance prefab again
bugfix for Pallet of boxes LODing issue ticket
bugfix re-exported wall.windows.bars.gibs with correct rotation